Currey Ingram Academy’s Director of Libraries and Educational Technology Ginann Franklin has been named among the “Top 30 Technologists, Transformers and Trailblazers” by the Center for Digital Education in Sacramento, Calif.
“Our 2016 Top 30 award winners are visionaries who are going against the grain to increase funding, bandwidth, privacy protocols, predictive analytics and to improve the personalization of learning. With technology as their catalyst, they are dedicated to transforming education at the local, state and national levels in ways that have a positive impact on student success,” said Dr. Kecia Ray, executive director of the Center for Digital Education (CDE), in a press release announding the Top 30. “I am thrilled to recognize our award winners and applaud their achievements.”
Franklin and her team were recognized for creating and sharing their innovative Digital Brainium game, a game utilizing 3-D printed pieces and a laminated board that tasks players to answer questions related to digital citizenship. The team first introduced and showcased the game at this summer’s International Society for Technology in Education conference. They then offered the game free to any school interested in using it.

Digital Brainium has four categories: digital data, digital drama, digital drawing and digital Mustangs, which relates to the school’s mascot. The game’s categories include facts, acronyms, true/false statements, acting-out clues or drawing clues in order to get a teammate to guess the answer. The Mustang category uses questions about the academy’s technology or information literacy policies or tools.
“The biggest success factor to this game is that it gets everyone actively involved and creates an avenue for discussion,” Franklin said. “For example, when teachers or students have to decide if this statement — ‘Legally, employers are not able to check social media when considering someone for a job’ — is true or false, it makes them stop and think about what they’ve heard or seen on this topic. As the game is being played, hopefully the teacher is listening to hear how students are responding.”
Another benefit, she added in an interview with CDE, is that by using this game with teachers during professional development it not only communicates facts, but also promotes a school culture of what it means to be a digital citizen.
(Source: www.centerdigitaled.c
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